[8507] | 1 | /* |
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| 2 | orxonox - the future of 3D-vertical-scrollers |
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| 3 | |
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| 4 | Copyright (C) 2004 orx |
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| 5 | |
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| 6 | This program is free software; you can redistribute it and/or modify |
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| 7 | it under the terms of the GNU General Public License as published by |
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| 8 | the Free Software Foundation; either version 2, or (at your option) |
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| 9 | any later version. |
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| 10 | |
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| 11 | ### File Specific: |
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| 12 | main-programmer: Patrick Boenzli |
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| 13 | */ |
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| 14 | |
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| 15 | #define DEBUG_SPECIAL_MODULE 3/* DEBUG_MODULE_COLLISION_DETECTION*/ |
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| 16 | |
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| 17 | #include "aabb_tree_node.h" |
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[8508] | 18 | #include "aabb.h" |
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| 19 | #include "bv_tree.h" |
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| 20 | |
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[10013] | 21 | #include "collision_tube.h" |
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| 22 | |
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[8507] | 23 | #include "matrix.h" |
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| 24 | #include "model.h" |
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| 25 | #include "world_entity.h" |
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| 26 | #include "plane.h" |
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| 27 | |
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| 28 | #include "color.h" |
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| 29 | #include "glincl.h" |
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| 30 | |
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| 31 | #include <list> |
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| 32 | #include <vector> |
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| 33 | #include "debug.h" |
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| 34 | |
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| 35 | GLUquadricObj* AABBTreeNode_sphereObj = NULL; |
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| 36 | |
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[9869] | 37 | ObjectListDefinition(AABBTreeNode); |
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[8507] | 38 | /** |
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| 39 | * standard constructor |
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| 40 | * @param tree: reference to the obb tree |
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| 41 | * @param depth: the depth of the obb tree to generate |
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| 42 | */ |
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| 43 | AABBTreeNode::AABBTreeNode (const OBBTree& tree, AABBTreeNode* prev, int depth) |
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| 44 | : BVTreeNode() |
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| 45 | { |
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[9869] | 46 | this->registerObject(this, AABBTreeNode::_objectList); |
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[8507] | 47 | |
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| 48 | this->obbTree = &tree; |
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| 49 | this->nodePrev = prev; |
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| 50 | this->depth = depth; |
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| 51 | this->nextID = 0; |
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| 52 | |
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| 53 | this->init(); |
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| 54 | } |
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| 55 | |
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| 56 | |
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| 57 | /** |
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| 58 | * standard constructor |
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| 59 | * @param depth: the depth of the obb tree to generate |
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| 60 | */ |
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| 61 | AABBTreeNode::AABBTreeNode(int depth) |
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| 62 | { |
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| 63 | this->depth = depth; |
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[9494] | 64 | |
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| 65 | this->init(); |
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[8507] | 66 | } |
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| 67 | |
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| 68 | /** |
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| 69 | * init funciton |
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| 70 | */ |
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| 71 | void AABBTreeNode::init() |
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| 72 | { |
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| 73 | this->nodeLeft = NULL; |
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| 74 | this->nodeRight = NULL; |
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| 75 | this->bvElement = NULL; |
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| 76 | |
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| 77 | this->triangleIndexList1 = NULL; |
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| 78 | this->triangleIndexList2 = NULL; |
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| 79 | |
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| 80 | this->modelInf = NULL; |
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| 81 | this->triangleIndexes = NULL; |
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| 82 | |
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| 83 | if( AABBTreeNode_sphereObj == NULL) |
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| 84 | AABBTreeNode_sphereObj = gluNewQuadric(); |
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| 85 | |
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| 86 | this->owner = NULL; |
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| 87 | } |
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| 88 | |
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| 89 | /** |
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| 90 | * standard deconstructor |
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| 91 | */ |
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| 92 | AABBTreeNode::~AABBTreeNode () |
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| 93 | { |
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| 94 | if( this->nodeLeft) |
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| 95 | delete this->nodeLeft; |
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| 96 | if( this->nodeRight) |
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| 97 | delete this->nodeRight; |
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| 98 | |
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| 99 | if( this->bvElement) |
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| 100 | delete this->bvElement; |
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| 101 | } |
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| 102 | |
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| 103 | |
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| 104 | |
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| 105 | void AABBTreeNode::spawnBVTree(Model* model) |
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| 106 | { |
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| 107 | |
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| 108 | const modelInfo* modelInf = model->getModelInfo(); |
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| 109 | |
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| 110 | int* triangleIndexes = new int[modelInf->numTriangles]; |
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| 111 | for(unsigned int i = 0; i < modelInf->numTriangles; ++i) |
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| 112 | triangleIndexes[i] = i; |
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| 113 | |
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| 114 | this->spawnBVTree(*modelInf, triangleIndexes, modelInf->numTriangles); |
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| 115 | } |
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| 116 | |
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| 117 | |
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| 118 | /** |
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| 119 | * creates a new BVTree or BVTree partition |
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| 120 | * @param depth: how much more depth-steps to go: if == 1 don't go any deeper! |
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| 121 | * @param modInfo: model informations from the abstrac model |
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| 122 | * |
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| 123 | * this function creates the Bounding Volume tree from a modelInfo struct and bases its calculations |
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| 124 | * on the triangle informations (triangle soup not polygon soup) |
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| 125 | */ |
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| 126 | void AABBTreeNode::spawnBVTree(const modelInfo& modelInf, const int* triangleIndexes, int length) |
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| 127 | { |
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[8508] | 128 | PRINTF(4)("\n==============================Creating AABB Tree Node==================\n"); |
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| 129 | PRINT(4)(" AABB Tree Infos: \n"); |
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[8507] | 130 | PRINT(4)("\tDepth: %i \n\tTree Index: %i \n\tNumber of Triangles: %i\n", depth, this->treeIndex, length); |
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| 131 | this->depth = depth; |
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| 132 | |
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[8508] | 133 | this->bvElement = new AABB(); |
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[8507] | 134 | this->bvElement->modelInf = &modelInf; |
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| 135 | this->bvElement->triangleIndexes = triangleIndexes; |
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| 136 | this->bvElement->triangleIndexesLength = length; |
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| 137 | |
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| 138 | /* create the bounding boxes in three steps */ |
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| 139 | this->calculateBoxCovariance(*this->bvElement, modelInf, triangleIndexes, length); |
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| 140 | this->calculateBoxEigenvectors(*this->bvElement, modelInf, triangleIndexes, length); |
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| 141 | this->calculateBoxAxis(*this->bvElement, modelInf, triangleIndexes, length); |
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| 142 | |
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| 143 | /* do we need to descent further in the obb tree?*/ |
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| 144 | if( likely( this->depth > 0)) |
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| 145 | { |
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| 146 | this->forkBox(*this->bvElement); |
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| 147 | |
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| 148 | if( this->triangleIndexLength1 >= 3) |
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| 149 | { |
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| 150 | this->nodeLeft = new AABBTreeNode(*this->obbTree, this, depth - 1); |
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| 151 | this->nodeLeft->spawnBVTree(modelInf, this->triangleIndexList1, this->triangleIndexLength1); |
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| 152 | } |
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| 153 | if( this->triangleIndexLength2 >= 3) |
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| 154 | { |
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| 155 | this->nodeRight = new AABBTreeNode(*this->obbTree, this, depth - 1); |
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| 156 | this->nodeRight->spawnBVTree(modelInf, this->triangleIndexList2, this->triangleIndexLength2); |
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| 157 | } |
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| 158 | } |
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| 159 | } |
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| 160 | |
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| 161 | |
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| 162 | |
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| 163 | /** |
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| 164 | * calculate the box covariance matrix |
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| 165 | * @param box: reference to the box |
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| 166 | * @param modelInf: the model info structure of the model |
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| 167 | * @param tirangleIndexes: an array with the indexes of the triangles inside this |
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| 168 | * @param length: the length of the indexes array |
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| 169 | */ |
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[8508] | 170 | void AABBTreeNode::calculateBoxCovariance(AABB& box, const modelInfo& modelInf, const int* triangleIndexes, int length) |
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[8507] | 171 | { |
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| 172 | float facelet[length]; //!< surface area of the i'th triangle of the convex hull |
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| 173 | float face = 0.0f; //!< surface area of the entire convex hull |
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| 174 | Vector centroid[length]; //!< centroid of the i'th convex hull |
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| 175 | Vector center; //!< the center of the entire hull |
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| 176 | Vector p, q, r; //!< holder of the polygon data, much more conveniant to work with Vector than sVec3d |
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| 177 | Vector t1, t2; //!< temporary values |
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| 178 | float covariance[3][3] = {{0,0,0}, {0,0,0}, {0,0,0}};//!< the covariance matrix |
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| 179 | |
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| 180 | /* fist compute all the convex hull face/facelets and centroids */ |
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| 181 | for( int i = 0; i < length ; ++i) |
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| 182 | { |
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| 183 | p = &modelInf.pVertices[modelInf.pTriangles[triangleIndexes[i]].indexToVertices[0]]; |
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| 184 | q = &modelInf.pVertices[modelInf.pTriangles[triangleIndexes[i]].indexToVertices[1]]; |
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| 185 | r = &modelInf.pVertices[modelInf.pTriangles[triangleIndexes[i]].indexToVertices[2]]; |
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| 186 | |
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| 187 | /* finding the facelet surface via cross-product */ |
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| 188 | t1 = p - q; |
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| 189 | t2 = p - r; |
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| 190 | facelet[i] = 0.5f * /*fabs*/( t1.cross(t2).len() ); |
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| 191 | /* update the entire convex hull surface */ |
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| 192 | face += facelet[i]; |
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| 193 | |
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| 194 | /* calculate the cetroid of the hull triangles */ |
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| 195 | centroid[i] = (p + q + r) / 3.0f; |
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| 196 | /* now calculate the centroid of the entire convex hull, weighted average of triangle centroids */ |
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| 197 | center += centroid[i] * facelet[i]; |
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| 198 | /* the arithmetical center */ |
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| 199 | } |
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| 200 | /* take the average of the centroid sum */ |
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| 201 | center /= face; |
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| 202 | |
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| 203 | |
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| 204 | /* now calculate the covariance matrix - if not written in three for-loops, |
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| 205 | it would compute faster: minor */ |
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| 206 | for( int j = 0; j < 3; ++j) |
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| 207 | { |
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| 208 | for( int k = 0; k < 3; ++k) |
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| 209 | { |
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| 210 | for( int i = 0; i < length; ++i) |
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| 211 | { |
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| 212 | p = (&modelInf.pVertices[modelInf.pTriangles[triangleIndexes[i]].indexToVertices[0]]); |
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| 213 | q = (&modelInf.pVertices[modelInf.pTriangles[triangleIndexes[i]].indexToVertices[1]]); |
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| 214 | r = (&modelInf.pVertices[modelInf.pTriangles[triangleIndexes[i]].indexToVertices[2]]); |
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| 215 | |
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| 216 | covariance[j][k] = facelet[i] * (9.0f * centroid[i][j] * centroid[i][k] + p[j] * p[k] + |
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| 217 | q[j] * q[k] + r[j] * r[k]); |
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| 218 | } |
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| 219 | covariance[j][k] = covariance[j][k] / (12.0f * face) - center[j] * center[k]; |
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| 220 | } |
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| 221 | } |
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| 222 | for( int i = 0; i < 3; ++i) |
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| 223 | { |
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| 224 | box.covarianceMatrix[i][0] = covariance[i][0]; |
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| 225 | box.covarianceMatrix[i][1] = covariance[i][1]; |
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| 226 | box.covarianceMatrix[i][2] = covariance[i][2]; |
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| 227 | } |
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| 228 | box.center = center; |
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| 229 | |
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| 230 | /* debug output section*/ |
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| 231 | PRINTF(4)("\nOBB Covariance Matrix:\n"); |
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| 232 | for(int j = 0; j < 3; ++j) |
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| 233 | { |
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| 234 | PRINT(4)("\t\t"); |
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| 235 | for(int k = 0; k < 3; ++k) |
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| 236 | { |
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| 237 | PRINT(4)("%11.4f\t", covariance[j][k]); |
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| 238 | } |
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| 239 | PRINT(4)("\n"); |
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| 240 | } |
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[8508] | 241 | PRINTF(4)("\nWeighteed AABB Center:\n\t\t%11.4f\t %11.4f\t %11.4f\n", center.x, center.y, center.z); |
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[8507] | 242 | } |
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| 243 | |
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| 244 | |
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| 245 | |
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| 246 | /** |
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| 247 | * calculate the eigenvectors for the object oriented box |
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| 248 | * @param box: reference to the box |
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| 249 | * @param modelInf: the model info structure of the model |
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| 250 | * @param tirangleIndexes: an array with the indexes of the triangles inside this |
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| 251 | * @param length: the length of the indexes array |
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| 252 | */ |
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[8508] | 253 | void AABBTreeNode::calculateBoxEigenvectors(AABB& box, const modelInfo& modelInf, |
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[8507] | 254 | const int* triangleIndexes, int length) |
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| 255 | { |
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| 256 | Matrix covMat( box.covarianceMatrix ); //!< covariance matrix (in the matrix dataform) |
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| 257 | |
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| 258 | /* |
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| 259 | now getting spanning vectors of the sub-space: |
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| 260 | the eigenvectors of a symmertric matrix, such as the |
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| 261 | covarience matrix are mutually orthogonal. |
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| 262 | after normalizing them, they can be used as a the basis |
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| 263 | vectors |
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| 264 | */ |
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| 265 | |
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| 266 | |
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| 267 | // this is for axis aligned bouning boxes only |
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| 268 | box.axis[0] = Vector(1,0,0); |
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| 269 | box.axis[1] = Vector(0,1,0); |
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| 270 | box.axis[2] = Vector(0,0,1); |
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| 271 | |
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| 272 | PRINTF(4)("Eigenvectors:\n"); |
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| 273 | PRINT(4)("\t\t%11.2f \t%11.2f \t%11.2f\n", box.axis[0].x, box.axis[0].y, box.axis[0].z); |
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| 274 | PRINT(4)("\t\t%11.2f \t%11.2f \t%11.2f\n", box.axis[1].x, box.axis[1].y, box.axis[1].z); |
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| 275 | PRINT(4)("\t\t%11.2f \t%11.2f \t%11.2f\n", box.axis[2].x, box.axis[2].y, box.axis[2].z); |
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| 276 | } |
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| 277 | |
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| 278 | |
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| 279 | |
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| 280 | |
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| 281 | /** |
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| 282 | * calculate the eigenvectors for the object oriented box |
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| 283 | * @param box: reference to the box |
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| 284 | * @param modelInf: the model info structure of the model |
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| 285 | * @param tirangleIndexes: an array with the indexes of the triangles inside this |
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| 286 | * @param length: the length of the indexes array |
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| 287 | */ |
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[8508] | 288 | void AABBTreeNode::calculateBoxAxis(AABB& box, const modelInfo& modelInf, const int* triangleIndexes, int length) |
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[8507] | 289 | { |
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| 290 | |
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| 291 | PRINTF(4)("Calculate Box Axis\n"); |
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| 292 | /* now get the axis length */ |
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| 293 | float tmpLength; //!< tmp save point for the length |
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| 294 | Plane p0(box.axis[0], box.center); //!< the axis planes |
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| 295 | Plane p1(box.axis[1], box.center); //!< the axis planes |
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| 296 | Plane p2(box.axis[2], box.center); //!< the axis planes |
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| 297 | float maxLength[3]; //!< maximal lenth of the axis |
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| 298 | float minLength[3]; //!< minimal length of the axis |
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| 299 | const float* tmpVec; //!< variable taking tmp vectors |
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| 300 | float centerOffset[3]; |
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| 301 | |
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| 302 | /* get the maximal dimensions of the body in all directions */ |
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| 303 | /* for the initialisation the value just has to be inside of the polygon soup -> first vertices (rand) */ |
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| 304 | for( int k = 0; k < 3; k++) |
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| 305 | { |
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| 306 | tmpVec = (&modelInf.pVertices[modelInf.pTriangles[triangleIndexes[0]].indexToVertices[0]]); |
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| 307 | Plane* p; |
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| 308 | if( k == 0) |
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| 309 | p = &p0; |
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| 310 | else if( k == 1) |
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| 311 | p = &p1; |
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| 312 | else |
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| 313 | p = &p2; |
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| 314 | maxLength[k] = p->distancePoint(tmpVec); |
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| 315 | minLength[k] = p->distancePoint(tmpVec); |
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| 316 | |
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| 317 | for( int j = 0; j < length; ++j) { |
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| 318 | for( int i = 0; i < 3; ++i) { |
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| 319 | tmpVec = &modelInf.pVertices[modelInf.pTriangles[triangleIndexes[j]].indexToVertices[i]]; |
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| 320 | tmpLength = p->distancePoint(tmpVec); |
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| 321 | |
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| 322 | if( tmpLength > maxLength[k]) |
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| 323 | maxLength[k] = tmpLength; |
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| 324 | else if( tmpLength < minLength[k]) |
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| 325 | minLength[k] = tmpLength; |
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| 326 | } |
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| 327 | } |
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| 328 | } |
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| 329 | |
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| 330 | |
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| 331 | |
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| 332 | /* calculate the real centre of the body by using the axis length */ |
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| 333 | for( int i = 0; i < 3; ++i) |
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| 334 | { |
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| 335 | if( maxLength[i] > 0.0f && minLength[i] > 0.0f) // both axis positiv |
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| 336 | centerOffset[i] = minLength[i] + (maxLength[i] - minLength[i]) / 2.0f; |
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| 337 | else if( maxLength[i] > 0.0f && maxLength[i] < 0.0f) // positiv and negativ |
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| 338 | centerOffset[i] = (maxLength[i] + minLength[i]) / 2.0f; |
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| 339 | else //both negativ |
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| 340 | centerOffset[i] = minLength[i] + (maxLength[i] - minLength[i]) / 2.0f; |
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| 341 | |
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| 342 | box.halfLength[i] = (maxLength[i] - minLength[i]) / 2.0f; |
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| 343 | } |
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| 344 | |
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| 345 | box.center += (box.axis[0] * centerOffset[0]); |
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| 346 | box.center += (box.axis[1] * centerOffset[1]); |
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| 347 | box.center += (box.axis[2] * centerOffset[2]); |
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| 348 | |
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| 349 | |
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| 350 | PRINTF(4)("\n"); |
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| 351 | PRINT(4)("\tAxis halflength x: %11.2f (max: %11.2f, \tmin: %11.2f), offset: %11.2f\n", box.halfLength[0], maxLength[0], minLength[0], centerOffset[0]); |
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| 352 | PRINT(4)("\tAxis halflength y: %11.2f (max: %11.2f, \tmin: %11.2f), offset: %11.2f\n", box.halfLength[1], maxLength[1], minLength[1], centerOffset[1] ); |
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| 353 | PRINT(4)("\tAxis halflength z: %11.2f (max: %11.2f, \tmin: %11.2f), offset: %11.2f\n", box.halfLength[2], maxLength[2], minLength[2], centerOffset[2]); |
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| 354 | } |
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| 355 | |
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| 356 | |
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| 357 | |
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| 358 | /** |
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| 359 | * this separates an ob-box in the middle |
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| 360 | * @param box: the box to separate |
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| 361 | * |
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| 362 | * this will separate the box into to smaller boxes. the separation is done along the middle of the longest axis |
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| 363 | */ |
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[8508] | 364 | void AABBTreeNode::forkBox(AABB& box) |
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[8507] | 365 | { |
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| 366 | |
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| 367 | PRINTF(4)("Fork Box\n"); |
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| 368 | PRINTF(4)("Calculating the longest Axis\n"); |
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| 369 | /* get the longest axis of the box */ |
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| 370 | float longestAxis = -1.0f; //!< the length of the longest axis |
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| 371 | int longestAxisIndex = 0; //!< this is the nr of the longest axis |
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| 372 | |
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| 373 | |
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| 374 | /* now get the longest axis of the three exiting */ |
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| 375 | for( int i = 0; i < 3; ++i) |
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| 376 | { |
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| 377 | if( longestAxis < box.halfLength[i]) |
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| 378 | { |
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| 379 | longestAxis = box.halfLength[i]; |
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| 380 | longestAxisIndex = i; |
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| 381 | } |
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| 382 | } |
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| 383 | PRINTF(4)("\nLongest Axis is: Nr %i with a half-length of:%11.2f\n", longestAxisIndex, longestAxis); |
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| 384 | |
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| 385 | |
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| 386 | PRINTF(4)("Separating along the longest axis\n"); |
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| 387 | /* get the closest vertex near the center */ |
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| 388 | float tmpDist; //!< variable to save diverse distances temporarily |
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| 389 | Plane middlePlane(box.axis[longestAxisIndex], box.center); //!< the middle plane |
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| 390 | |
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| 391 | |
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| 392 | /* now definin the separation plane through this specified nearest point and partition |
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| 393 | the points depending on which side they are located |
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| 394 | */ |
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| 395 | std::list<int> partition1; //!< the vertex partition 1 |
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| 396 | std::list<int> partition2; //!< the vertex partition 2 |
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| 397 | float* triangleCenter = new float[3]; //!< the center of the triangle |
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| 398 | const float* a; //!< triangle edge a |
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| 399 | const float* b; //!< triangle edge b |
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| 400 | const float* c; //!< triangle edge c |
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| 401 | |
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| 402 | |
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| 403 | /* find the center of the box */ |
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| 404 | this->separationPlane = Plane(box.axis[longestAxisIndex], box.center); |
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| 405 | this->sepPlaneCenter[0] = box.center.x; |
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| 406 | this->sepPlaneCenter[1] = box.center.y; |
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| 407 | this->sepPlaneCenter[2] = box.center.z; |
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| 408 | this->longestAxisIndex = longestAxisIndex; |
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| 409 | |
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| 410 | for( int i = 0; i < box.triangleIndexesLength; ++i) |
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| 411 | { |
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| 412 | /* first calculate the middle of the triangle */ |
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| 413 | a = &box.modelInf->pVertices[box.modelInf->pTriangles[box.triangleIndexes[i]].indexToVertices[0]]; |
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| 414 | b = &box.modelInf->pVertices[box.modelInf->pTriangles[box.triangleIndexes[i]].indexToVertices[1]]; |
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| 415 | c = &box.modelInf->pVertices[box.modelInf->pTriangles[box.triangleIndexes[i]].indexToVertices[2]]; |
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| 416 | |
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| 417 | triangleCenter[0] = (a[0] + b[0] + c[0]) / 3.0f; |
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| 418 | triangleCenter[1] = (a[1] + b[1] + c[1]) / 3.0f; |
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| 419 | triangleCenter[2] = (a[2] + b[2] + c[2]) / 3.0f; |
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| 420 | tmpDist = this->separationPlane.distancePoint(*((sVec3D*)triangleCenter)); |
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| 421 | |
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| 422 | if( tmpDist > 0.0f) |
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| 423 | partition1.push_back(box.triangleIndexes[i]); /* positive numbers plus zero */ |
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| 424 | else if( tmpDist < 0.0f) |
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| 425 | partition2.push_back(box.triangleIndexes[i]); /* negatice numbers */ |
---|
| 426 | else { |
---|
| 427 | partition1.push_back(box.triangleIndexes[i]); /* 0.0f? unprobable... */ |
---|
| 428 | partition2.push_back(box.triangleIndexes[i]); |
---|
| 429 | } |
---|
| 430 | } |
---|
| 431 | PRINTF(4)("\nPartition1: got \t%i Vertices \nPartition2: got \t%i Vertices\n", partition1.size(), partition2.size()); |
---|
| 432 | |
---|
| 433 | |
---|
| 434 | /* now comes the separation into two different sVec3D arrays */ |
---|
| 435 | int index; //!< index storage place |
---|
| 436 | int* triangleIndexList1; //!< the vertex list 1 |
---|
| 437 | int* triangleIndexList2; //!< the vertex list 2 |
---|
| 438 | std::list<int>::iterator element; //!< the list iterator |
---|
| 439 | |
---|
| 440 | triangleIndexList1 = new int[partition1.size()]; |
---|
| 441 | triangleIndexList2 = new int[partition2.size()]; |
---|
| 442 | |
---|
| 443 | for( element = partition1.begin(), index = 0; element != partition1.end(); element++, index++) |
---|
| 444 | triangleIndexList1[index] = (*element); |
---|
| 445 | |
---|
| 446 | for( element = partition2.begin(), index = 0; element != partition2.end(); element++, index++) |
---|
| 447 | triangleIndexList2[index] = (*element); |
---|
| 448 | |
---|
| 449 | if( this->triangleIndexList1!= NULL) |
---|
| 450 | delete[] this->triangleIndexList1; |
---|
| 451 | this->triangleIndexList1 = triangleIndexList1; |
---|
| 452 | this->triangleIndexLength1 = partition1.size(); |
---|
| 453 | |
---|
| 454 | if( this->triangleIndexList2 != NULL) |
---|
| 455 | delete[] this->triangleIndexList2; |
---|
| 456 | this->triangleIndexList2 = triangleIndexList2; |
---|
| 457 | this->triangleIndexLength2 = partition2.size(); |
---|
| 458 | } |
---|
| 459 | |
---|
| 460 | |
---|
| 461 | |
---|
| 462 | /** |
---|
| 463 | * collides one tree with an other |
---|
| 464 | * @param treeNode the other bv tree node |
---|
| 465 | * @param nodeA the worldentity belonging to this bv |
---|
| 466 | * @param nodeB the worldentity belonging to treeNode |
---|
| 467 | */ |
---|
| 468 | void AABBTreeNode::collideWith(BVTreeNode* treeNode, WorldEntity* nodeA, WorldEntity* nodeB) |
---|
| 469 | { |
---|
| 470 | if( unlikely(treeNode == NULL || nodeA == NULL || nodeB == NULL)) |
---|
| 471 | return; |
---|
| 472 | |
---|
| 473 | PRINTF(4)("collideWith\n"); |
---|
[8508] | 474 | PRINTF(5)("Checking AABB %i vs %i: ", this->getIndex(), treeNode->getIndex()); |
---|
[8507] | 475 | |
---|
| 476 | // for now only collide with AABBTreeNodes |
---|
| 477 | this->collideWithOBB((AABBTreeNode*)treeNode, nodeA, nodeB); |
---|
| 478 | } |
---|
| 479 | |
---|
| 480 | |
---|
| 481 | |
---|
| 482 | /** |
---|
| 483 | * collides one obb tree with an other |
---|
| 484 | * @param treeNode the other bv tree node |
---|
| 485 | * @param nodeA the worldentity belonging to this bv |
---|
| 486 | * @param nodeB the worldentity belonging to treeNode |
---|
| 487 | */ |
---|
| 488 | void AABBTreeNode::collideWithOBB(AABBTreeNode* treeNode, WorldEntity* nodeA, WorldEntity* nodeB) |
---|
| 489 | { |
---|
| 490 | |
---|
| 491 | if( this->overlapTest(this->bvElement, treeNode->bvElement, nodeA, nodeB)) |
---|
| 492 | { |
---|
[9406] | 493 | PRINTF(5)("collision @ lvl %i, object %s::%s vs. %s::%s, (%p, %p)\n", this->depth, nodeA->getClassCName(), nodeA->getCName(), nodeB->getClassCName(), nodeA->getCName(), this->nodeLeft, this->nodeRight); |
---|
[8507] | 494 | |
---|
| 495 | |
---|
| 496 | // left node |
---|
| 497 | if( this->nodeLeft != NULL ) |
---|
| 498 | { |
---|
| 499 | if( this->overlapTest(this->nodeLeft->bvElement, treeNode->bvElement, nodeA, nodeB)) |
---|
| 500 | { |
---|
| 501 | if( treeNode->nodeLeft != NULL) |
---|
| 502 | this->nodeLeft->collideWith(treeNode->nodeLeft, nodeA, nodeB); |
---|
| 503 | if( treeNode->nodeRight != NULL) |
---|
| 504 | this->nodeLeft->collideWith(treeNode->nodeRight, nodeA, nodeB); |
---|
| 505 | } |
---|
| 506 | } |
---|
| 507 | |
---|
| 508 | // right node |
---|
| 509 | if( this->nodeRight != NULL ) |
---|
| 510 | { |
---|
| 511 | if( this->overlapTest(this->nodeRight->bvElement, treeNode->bvElement, nodeA, nodeB)) |
---|
| 512 | { |
---|
| 513 | if( treeNode->nodeLeft != NULL) |
---|
| 514 | this->nodeRight->collideWith(treeNode->nodeLeft, nodeA, nodeB); |
---|
| 515 | if( treeNode->nodeRight != NULL) |
---|
| 516 | this->nodeRight->collideWith(treeNode->nodeRight, nodeA, nodeB); |
---|
| 517 | } |
---|
| 518 | } |
---|
| 519 | |
---|
| 520 | |
---|
| 521 | // hybrid mode: we reached the end of this obbtree, now reach the end of the other tree |
---|
| 522 | if( this->nodeLeft == NULL && this->nodeRight == NULL) |
---|
| 523 | { |
---|
| 524 | if( treeNode->nodeLeft != NULL) |
---|
| 525 | this->collideWith(treeNode->nodeLeft, nodeA, nodeB); |
---|
| 526 | if( treeNode->nodeRight != NULL) |
---|
| 527 | this->collideWith(treeNode->nodeRight, nodeA, nodeB); |
---|
| 528 | } |
---|
| 529 | |
---|
| 530 | |
---|
| 531 | // now check if we reached the end of both trees |
---|
| 532 | if( unlikely((this->nodeRight == NULL && this->nodeLeft == NULL) && |
---|
| 533 | (treeNode->nodeRight == NULL && treeNode->nodeLeft == NULL)) ) |
---|
| 534 | { |
---|
[10013] | 535 | CoRe::CollisionTube::getInstance()->registerCollisionEvent( nodeA, nodeB, (BoundingVolume*)this->bvElement, (BoundingVolume*)treeNode->bvElement); |
---|
[8507] | 536 | } |
---|
| 537 | |
---|
| 538 | } |
---|
| 539 | } |
---|
| 540 | |
---|
| 541 | |
---|
| 542 | /** |
---|
| 543 | * this actualy checks if one obb box touches the other |
---|
| 544 | * @param boxA the box from nodeA |
---|
| 545 | * @param boxB the box from nodeB |
---|
| 546 | * @param nodeA the node itself |
---|
| 547 | * @param nodeB the node itself |
---|
| 548 | */ |
---|
[8508] | 549 | bool AABBTreeNode::overlapTest(AABB* boxA, AABB* boxB, WorldEntity* nodeA, WorldEntity* nodeB) |
---|
[8507] | 550 | { |
---|
| 551 | //HACK remove this again |
---|
| 552 | this->owner = nodeA; |
---|
| 553 | // if( boxB == NULL || boxA == NULL) |
---|
| 554 | // return false; |
---|
| 555 | |
---|
| 556 | /* first check all axis */ |
---|
| 557 | Vector t; |
---|
| 558 | float rA = 0.0f; |
---|
| 559 | float rB = 0.0f; |
---|
| 560 | Vector l; |
---|
| 561 | Vector rotAxisA[3]; |
---|
| 562 | Vector rotAxisB[3]; |
---|
| 563 | |
---|
| 564 | rotAxisA[0] = nodeA->getAbsDir().apply(boxA->axis[0]); |
---|
| 565 | rotAxisA[1] = nodeA->getAbsDir().apply(boxA->axis[1]); |
---|
| 566 | rotAxisA[2] = nodeA->getAbsDir().apply(boxA->axis[2]); |
---|
| 567 | |
---|
| 568 | rotAxisB[0] = nodeB->getAbsDir().apply(boxB->axis[0]); |
---|
| 569 | rotAxisB[1] = nodeB->getAbsDir().apply(boxB->axis[1]); |
---|
| 570 | rotAxisB[2] = nodeB->getAbsDir().apply(boxB->axis[2]); |
---|
| 571 | |
---|
| 572 | t = nodeA->getAbsCoor() + nodeA->getAbsDir().apply(boxA->center) - ( nodeB->getAbsCoor() + nodeB->getAbsDir().apply(boxB->center)); |
---|
| 573 | |
---|
| 574 | /* All 3 axis of the object A */ |
---|
| 575 | for( int j = 0; j < 3; ++j) |
---|
| 576 | { |
---|
| 577 | rA = 0.0f; |
---|
| 578 | rB = 0.0f; |
---|
| 579 | l = rotAxisA[j]; |
---|
| 580 | |
---|
| 581 | rA += fabs(boxA->halfLength[0] * rotAxisA[0].dot(l)); |
---|
| 582 | rA += fabs(boxA->halfLength[1] * rotAxisA[1].dot(l)); |
---|
| 583 | rA += fabs(boxA->halfLength[2] * rotAxisA[2].dot(l)); |
---|
| 584 | |
---|
| 585 | rB += fabs(boxB->halfLength[0] * rotAxisB[0].dot(l)); |
---|
| 586 | rB += fabs(boxB->halfLength[1] * rotAxisB[1].dot(l)); |
---|
| 587 | rB += fabs(boxB->halfLength[2] * rotAxisB[2].dot(l)); |
---|
| 588 | |
---|
| 589 | PRINTF(5)("s = %f, rA+rB = %f\n", fabs(t.dot(l)), rA+rB); |
---|
| 590 | |
---|
| 591 | if( (rA + rB) < fabs(t.dot(l))) |
---|
| 592 | { |
---|
| 593 | PRINTF(4)("no Collision\n"); |
---|
| 594 | return false; |
---|
| 595 | } |
---|
| 596 | } |
---|
| 597 | |
---|
| 598 | /* All 3 axis of the object B */ |
---|
| 599 | for( int j = 0; j < 3; ++j) |
---|
| 600 | { |
---|
| 601 | rA = 0.0f; |
---|
| 602 | rB = 0.0f; |
---|
| 603 | l = rotAxisB[j]; |
---|
| 604 | |
---|
| 605 | rA += fabs(boxA->halfLength[0] * rotAxisA[0].dot(l)); |
---|
| 606 | rA += fabs(boxA->halfLength[1] * rotAxisA[1].dot(l)); |
---|
| 607 | rA += fabs(boxA->halfLength[2] * rotAxisA[2].dot(l)); |
---|
| 608 | |
---|
| 609 | rB += fabs(boxB->halfLength[0] * rotAxisB[0].dot(l)); |
---|
| 610 | rB += fabs(boxB->halfLength[1] * rotAxisB[1].dot(l)); |
---|
| 611 | rB += fabs(boxB->halfLength[2] * rotAxisB[2].dot(l)); |
---|
| 612 | |
---|
| 613 | PRINTF(5)("s = %f, rA+rB = %f\n", fabs(t.dot(l)), rA+rB); |
---|
| 614 | |
---|
| 615 | if( (rA + rB) < fabs(t.dot(l))) |
---|
| 616 | { |
---|
| 617 | PRINTF(4)("no Collision\n"); |
---|
| 618 | return false; |
---|
| 619 | } |
---|
| 620 | } |
---|
| 621 | |
---|
| 622 | |
---|
| 623 | /* Now check for all face cross products */ |
---|
| 624 | |
---|
| 625 | for( int j = 0; j < 3; ++j) |
---|
| 626 | { |
---|
| 627 | for(int k = 0; k < 3; ++k ) |
---|
| 628 | { |
---|
| 629 | rA = 0.0f; |
---|
| 630 | rB = 0.0f; |
---|
| 631 | l = rotAxisA[j].cross(rotAxisB[k]); |
---|
| 632 | |
---|
| 633 | rA += fabs(boxA->halfLength[0] * rotAxisA[0].dot(l)); |
---|
| 634 | rA += fabs(boxA->halfLength[1] * rotAxisA[1].dot(l)); |
---|
| 635 | rA += fabs(boxA->halfLength[2] * rotAxisA[2].dot(l)); |
---|
| 636 | |
---|
| 637 | rB += fabs(boxB->halfLength[0] * rotAxisB[0].dot(l)); |
---|
| 638 | rB += fabs(boxB->halfLength[1] * rotAxisB[1].dot(l)); |
---|
| 639 | rB += fabs(boxB->halfLength[2] * rotAxisB[2].dot(l)); |
---|
| 640 | |
---|
| 641 | PRINTF(5)("s = %f, rA+rB = %f\n", fabs(t.dot(l)), rA+rB); |
---|
| 642 | |
---|
| 643 | if( (rA + rB) < fabs(t.dot(l))) |
---|
| 644 | { |
---|
| 645 | PRINTF(4)("keine Kollision\n"); |
---|
| 646 | return false; |
---|
| 647 | } |
---|
| 648 | } |
---|
| 649 | } |
---|
| 650 | |
---|
| 651 | /* FIXME: there is no collision mark set now */ |
---|
| 652 | boxA->bCollided = true; /* use this ONLY(!!!!) for drawing operations */ |
---|
| 653 | boxB->bCollided = true; |
---|
| 654 | |
---|
| 655 | |
---|
| 656 | PRINTF(4)("Kollision!\n"); |
---|
| 657 | return true; |
---|
| 658 | } |
---|
| 659 | |
---|
| 660 | |
---|
| 661 | /** |
---|
| 662 | * |
---|
| 663 | * draw the BV tree - debug mode |
---|
| 664 | */ |
---|
| 665 | void AABBTreeNode::drawBV(int depth, int drawMode, const Vector& color, bool top) const |
---|
| 666 | { |
---|
| 667 | /* this function can be used to draw the triangles and/or the points only */ |
---|
| 668 | if( 1 /*drawMode & DRAW_MODEL || drawMode & DRAW_ALL*/) |
---|
| 669 | { |
---|
| 670 | if( depth == 0/*!(drawMode & DRAW_SINGLE && depth != 0)*/) |
---|
| 671 | { |
---|
| 672 | if( 1 /*drawMode & DRAW_POINTS*/) |
---|
| 673 | { |
---|
| 674 | glBegin(GL_POINTS); |
---|
| 675 | glColor3f(0.3, 0.8, 0.54); |
---|
| 676 | for(unsigned int i = 0; i < this->bvElement->modelInf->numVertices*3; i+=3) |
---|
| 677 | glVertex3f(this->bvElement->modelInf->pVertices[i], |
---|
| 678 | this->bvElement->modelInf->pVertices[i+1], |
---|
| 679 | this->bvElement->modelInf->pVertices[i+2]); |
---|
| 680 | glEnd(); |
---|
| 681 | } |
---|
| 682 | } |
---|
| 683 | } |
---|
| 684 | |
---|
| 685 | if (top) |
---|
| 686 | { |
---|
| 687 | glPushAttrib(GL_ENABLE_BIT); |
---|
| 688 | glDisable(GL_LIGHTING); |
---|
| 689 | glDisable(GL_TEXTURE_2D); |
---|
| 690 | } |
---|
| 691 | glColor3f(color.x, color.y, color.z); |
---|
| 692 | |
---|
| 693 | |
---|
| 694 | /* draw world axes */ |
---|
| 695 | if( 1 /*drawMode & DRAW_BV_AXIS*/) |
---|
| 696 | { |
---|
| 697 | glBegin(GL_LINES); |
---|
| 698 | glColor3f(1.0, 0.0, 0.0); |
---|
| 699 | glVertex3f(0.0, 0.0, 0.0); |
---|
| 700 | glVertex3f(3.0, 0.0, 0.0); |
---|
| 701 | |
---|
| 702 | glColor3f(0.0, 1.0, 0.0); |
---|
| 703 | glVertex3f(0.0, 0.0, 0.0); |
---|
| 704 | glVertex3f(0.0, 3.0, 0.0); |
---|
| 705 | |
---|
| 706 | glColor3f(0.0, 0.0, 1.0); |
---|
| 707 | glVertex3f(0.0, 0.0, 0.0); |
---|
| 708 | glVertex3f(0.0, 0.0, 3.0); |
---|
| 709 | glEnd(); |
---|
| 710 | } |
---|
| 711 | |
---|
| 712 | |
---|
| 713 | if( 1/*drawMode & DRAW_BV_AXIS || drawMode & DRAW_ALL*/) |
---|
| 714 | { |
---|
| 715 | if( 1/*drawMode & DRAW_SINGLE && depth != 0*/) |
---|
| 716 | { |
---|
| 717 | /* draw the obb axes */ |
---|
| 718 | glBegin(GL_LINES); |
---|
| 719 | glColor3f(1.0, 0.0, 0.0); |
---|
| 720 | glVertex3f(this->bvElement->center.x, this->bvElement->center.y, this->bvElement->center.z); |
---|
| 721 | glVertex3f(this->bvElement->center.x + this->bvElement->axis[0].x * this->bvElement->halfLength[0], |
---|
| 722 | this->bvElement->center.y + this->bvElement->axis[0].y * this->bvElement->halfLength[0], |
---|
| 723 | this->bvElement->center.z + this->bvElement->axis[0].z * this->bvElement->halfLength[0]); |
---|
| 724 | |
---|
| 725 | glColor3f(0.0, 1.0, 0.0); |
---|
| 726 | glVertex3f(this->bvElement->center.x, this->bvElement->center.y, this->bvElement->center.z); |
---|
| 727 | glVertex3f(this->bvElement->center.x + this->bvElement->axis[1].x * this->bvElement->halfLength[1], |
---|
| 728 | this->bvElement->center.y + this->bvElement->axis[1].y * this->bvElement->halfLength[1], |
---|
| 729 | this->bvElement->center.z + this->bvElement->axis[1].z * this->bvElement->halfLength[1]); |
---|
| 730 | |
---|
| 731 | glColor3f(0.0, 0.0, 1.0); |
---|
| 732 | glVertex3f(this->bvElement->center.x, this->bvElement->center.y, this->bvElement->center.z); |
---|
| 733 | glVertex3f(this->bvElement->center.x + this->bvElement->axis[2].x * this->bvElement->halfLength[2], |
---|
| 734 | this->bvElement->center.y + this->bvElement->axis[2].y * this->bvElement->halfLength[2], |
---|
| 735 | this->bvElement->center.z + this->bvElement->axis[2].z * this->bvElement->halfLength[2]); |
---|
| 736 | glEnd(); |
---|
| 737 | } |
---|
| 738 | } |
---|
| 739 | |
---|
| 740 | |
---|
| 741 | /* DRAW POLYGONS */ |
---|
[10698] | 742 | if( (drawMode & DRAW_BV_POLYGON) || (drawMode & DRAW_ALL) || (drawMode & DRAW_BV_BLENDED)) |
---|
[8507] | 743 | { |
---|
| 744 | if (top) |
---|
| 745 | { |
---|
| 746 | glEnable(GL_BLEND); |
---|
| 747 | glBlendFunc(GL_SRC_ALPHA, GL_ONE); |
---|
| 748 | } |
---|
| 749 | |
---|
| 750 | if( this->nodeLeft == NULL && this->nodeRight == NULL) |
---|
| 751 | depth = 0; |
---|
| 752 | |
---|
| 753 | if( depth == 0 /*!(drawMode & DRAW_SINGLE && depth != 0)*/) |
---|
| 754 | { |
---|
| 755 | |
---|
| 756 | |
---|
| 757 | Vector cen = this->bvElement->center; |
---|
| 758 | Vector* axis = this->bvElement->axis; |
---|
| 759 | float* len = this->bvElement->halfLength; |
---|
| 760 | |
---|
| 761 | if( this->bvElement->bCollided) |
---|
| 762 | { |
---|
| 763 | glColor4f(1.0, 1.0, 1.0, .5); // COLLISION COLOR |
---|
| 764 | } |
---|
| 765 | else if( drawMode & DRAW_BV_BLENDED) |
---|
| 766 | { |
---|
| 767 | glColor4f(color.x, color.y, color.z, .5); |
---|
| 768 | } |
---|
| 769 | |
---|
| 770 | |
---|
| 771 | /* draw bounding box */ |
---|
| 772 | if( drawMode & DRAW_BV_BLENDED) |
---|
| 773 | glBegin(GL_QUADS); |
---|
| 774 | else |
---|
| 775 | glBegin(GL_LINE_LOOP); |
---|
| 776 | glVertex3f(cen.x + axis[0].x * len[0] + axis[1].x * len[1] + axis[2].x * len[2], |
---|
| 777 | cen.y + axis[0].y * len[0] + axis[1].y * len[1] + axis[2].y * len[2], |
---|
| 778 | cen.z + axis[0].z * len[0] + axis[1].z * len[1] + axis[2].z * len[2]); |
---|
| 779 | glVertex3f(cen.x + axis[0].x * len[0] + axis[1].x * len[1] - axis[2].x * len[2], |
---|
| 780 | cen.y + axis[0].y * len[0] + axis[1].y * len[1] - axis[2].y * len[2], |
---|
| 781 | cen.z + axis[0].z * len[0] + axis[1].z * len[1] - axis[2].z * len[2]); |
---|
| 782 | glVertex3f(cen.x + axis[0].x * len[0] - axis[1].x * len[1] - axis[2].x * len[2], |
---|
| 783 | cen.y + axis[0].y * len[0] - axis[1].y * len[1] - axis[2].y * len[2], |
---|
| 784 | cen.z + axis[0].z * len[0] - axis[1].z * len[1] - axis[2].z * len[2]); |
---|
| 785 | glVertex3f(cen.x + axis[0].x * len[0] - axis[1].x * len[1] + axis[2].x * len[2], |
---|
| 786 | cen.y + axis[0].y * len[0] - axis[1].y * len[1] + axis[2].y * len[2], |
---|
| 787 | cen.z + axis[0].z * len[0] - axis[1].z * len[1] + axis[2].z * len[2]); |
---|
| 788 | glEnd(); |
---|
| 789 | |
---|
| 790 | if( drawMode & DRAW_BV_BLENDED) |
---|
| 791 | glBegin(GL_QUADS); |
---|
| 792 | else |
---|
| 793 | glBegin(GL_LINE_LOOP); |
---|
| 794 | glVertex3f(cen.x + axis[0].x * len[0] - axis[1].x * len[1] + axis[2].x * len[2], |
---|
| 795 | cen.y + axis[0].y * len[0] - axis[1].y * len[1] + axis[2].y * len[2], |
---|
| 796 | cen.z + axis[0].z * len[0] - axis[1].z * len[1] + axis[2].z * len[2]); |
---|
| 797 | glVertex3f(cen.x + axis[0].x * len[0] - axis[1].x * len[1] - axis[2].x * len[2], |
---|
| 798 | cen.y + axis[0].y * len[0] - axis[1].y * len[1] - axis[2].y * len[2], |
---|
| 799 | cen.z + axis[0].z * len[0] - axis[1].z * len[1] - axis[2].z * len[2]); |
---|
| 800 | glVertex3f(cen.x - axis[0].x * len[0] - axis[1].x * len[1] - axis[2].x * len[2], |
---|
| 801 | cen.y - axis[0].y * len[0] - axis[1].y * len[1] - axis[2].y * len[2], |
---|
| 802 | cen.z - axis[0].z * len[0] - axis[1].z * len[1] - axis[2].z * len[2]); |
---|
| 803 | glVertex3f(cen.x - axis[0].x * len[0] - axis[1].x * len[1] + axis[2].x * len[2], |
---|
| 804 | cen.y - axis[0].y * len[0] - axis[1].y * len[1] + axis[2].y * len[2], |
---|
| 805 | cen.z - axis[0].z * len[0] - axis[1].z * len[1] + axis[2].z * len[2]); |
---|
| 806 | glEnd(); |
---|
| 807 | |
---|
| 808 | if( drawMode & DRAW_BV_BLENDED) |
---|
| 809 | glBegin(GL_QUADS); |
---|
| 810 | else |
---|
| 811 | glBegin(GL_LINE_LOOP); |
---|
| 812 | glVertex3f(cen.x - axis[0].x * len[0] - axis[1].x * len[1] + axis[2].x * len[2], |
---|
| 813 | cen.y - axis[0].y * len[0] - axis[1].y * len[1] + axis[2].y * len[2], |
---|
| 814 | cen.z - axis[0].z * len[0] - axis[1].z * len[1] + axis[2].z * len[2]); |
---|
| 815 | glVertex3f(cen.x - axis[0].x * len[0] - axis[1].x * len[1] - axis[2].x * len[2], |
---|
| 816 | cen.y - axis[0].y * len[0] - axis[1].y * len[1] - axis[2].y * len[2], |
---|
| 817 | cen.z - axis[0].z * len[0] - axis[1].z * len[1] - axis[2].z * len[2]); |
---|
| 818 | glVertex3f(cen.x - axis[0].x * len[0] + axis[1].x * len[1] - axis[2].x * len[2], |
---|
| 819 | cen.y - axis[0].y * len[0] + axis[1].y * len[1] - axis[2].y * len[2], |
---|
| 820 | cen.z - axis[0].z * len[0] + axis[1].z * len[1] - axis[2].z * len[2]); |
---|
| 821 | glVertex3f(cen.x - axis[0].x * len[0] + axis[1].x * len[1] + axis[2].x * len[2], |
---|
| 822 | cen.y - axis[0].y * len[0] + axis[1].y * len[1] + axis[2].y * len[2], |
---|
| 823 | cen.z - axis[0].z * len[0] + axis[1].z * len[1] + axis[2].z * len[2]); |
---|
| 824 | glEnd(); |
---|
| 825 | |
---|
| 826 | if( drawMode & DRAW_BV_BLENDED) |
---|
| 827 | glBegin(GL_QUADS); |
---|
| 828 | else |
---|
| 829 | glBegin(GL_LINE_LOOP); |
---|
| 830 | glVertex3f(cen.x - axis[0].x * len[0] + axis[1].x * len[1] - axis[2].x * len[2], |
---|
| 831 | cen.y - axis[0].y * len[0] + axis[1].y * len[1] - axis[2].y * len[2], |
---|
| 832 | cen.z - axis[0].z * len[0] + axis[1].z * len[1] - axis[2].z * len[2]); |
---|
| 833 | glVertex3f(cen.x - axis[0].x * len[0] + axis[1].x * len[1] + axis[2].x * len[2], |
---|
| 834 | cen.y - axis[0].y * len[0] + axis[1].y * len[1] + axis[2].y * len[2], |
---|
| 835 | cen.z - axis[0].z * len[0] + axis[1].z * len[1] + axis[2].z * len[2]); |
---|
| 836 | glVertex3f(cen.x + axis[0].x * len[0] + axis[1].x * len[1] + axis[2].x * len[2], |
---|
| 837 | cen.y + axis[0].y * len[0] + axis[1].y * len[1] + axis[2].y * len[2], |
---|
| 838 | cen.z + axis[0].z * len[0] + axis[1].z * len[1] + axis[2].z * len[2]); |
---|
| 839 | glVertex3f(cen.x + axis[0].x * len[0] + axis[1].x * len[1] - axis[2].x * len[2], |
---|
| 840 | cen.y + axis[0].y * len[0] + axis[1].y * len[1] - axis[2].y * len[2], |
---|
| 841 | cen.z + axis[0].z * len[0] + axis[1].z * len[1] - axis[2].z * len[2]); |
---|
| 842 | glEnd(); |
---|
| 843 | |
---|
| 844 | |
---|
| 845 | if( drawMode & DRAW_BV_BLENDED) |
---|
| 846 | { |
---|
| 847 | glBegin(GL_QUADS); |
---|
| 848 | glVertex3f(cen.x - axis[0].x * len[0] + axis[1].x * len[1] - axis[2].x * len[2], |
---|
| 849 | cen.y - axis[0].y * len[0] + axis[1].y * len[1] - axis[2].y * len[2], |
---|
| 850 | cen.z - axis[0].z * len[0] + axis[1].z * len[1] - axis[2].z * len[2]); |
---|
| 851 | glVertex3f(cen.x + axis[0].x * len[0] + axis[1].x * len[1] - axis[2].x * len[2], |
---|
| 852 | cen.y + axis[0].y * len[0] + axis[1].y * len[1] - axis[2].y * len[2], |
---|
| 853 | cen.z + axis[0].z * len[0] + axis[1].z * len[1] - axis[2].z * len[2]); |
---|
| 854 | glVertex3f(cen.x + axis[0].x * len[0] - axis[1].x * len[1] - axis[2].x * len[2], |
---|
| 855 | cen.y + axis[0].y * len[0] - axis[1].y * len[1] - axis[2].y * len[2], |
---|
| 856 | cen.z + axis[0].z * len[0] - axis[1].z * len[1] - axis[2].z * len[2]); |
---|
| 857 | glVertex3f(cen.x - axis[0].x * len[0] - axis[1].x * len[1] - axis[2].x * len[2], |
---|
| 858 | cen.y - axis[0].y * len[0] - axis[1].y * len[1] - axis[2].y * len[2], |
---|
| 859 | cen.z - axis[0].z * len[0] - axis[1].z * len[1] - axis[2].z * len[2]); |
---|
| 860 | glEnd(); |
---|
| 861 | |
---|
| 862 | glBegin(GL_QUADS); |
---|
| 863 | glVertex3f(cen.x - axis[0].x * len[0] + axis[1].x * len[1] + axis[2].x * len[2], |
---|
| 864 | cen.y - axis[0].y * len[0] + axis[1].y * len[1] + axis[2].y * len[2], |
---|
| 865 | cen.z - axis[0].z * len[0] + axis[1].z * len[1] + axis[2].z * len[2]); |
---|
| 866 | glVertex3f(cen.x + axis[0].x * len[0] + axis[1].x * len[1] + axis[2].x * len[2], |
---|
| 867 | cen.y + axis[0].y * len[0] + axis[1].y * len[1] + axis[2].y * len[2], |
---|
| 868 | cen.z + axis[0].z * len[0] + axis[1].z * len[1] + axis[2].z * len[2]); |
---|
| 869 | glVertex3f(cen.x + axis[0].x * len[0] - axis[1].x * len[1] + axis[2].x * len[2], |
---|
| 870 | cen.y + axis[0].y * len[0] - axis[1].y * len[1] + axis[2].y * len[2], |
---|
| 871 | cen.z + axis[0].z * len[0] - axis[1].z * len[1] + axis[2].z * len[2]); |
---|
| 872 | glVertex3f(cen.x - axis[0].x * len[0] - axis[1].x * len[1] + axis[2].x * len[2], |
---|
| 873 | cen.y - axis[0].y * len[0] - axis[1].y * len[1] + axis[2].y * len[2], |
---|
| 874 | cen.z - axis[0].z * len[0] - axis[1].z * len[1] + axis[2].z * len[2]); |
---|
| 875 | glEnd(); |
---|
| 876 | } |
---|
| 877 | |
---|
| 878 | if( drawMode & DRAW_BV_BLENDED) |
---|
| 879 | glColor3f(color.x, color.y, color.z); |
---|
| 880 | } |
---|
| 881 | } |
---|
| 882 | |
---|
| 883 | /* DRAW SEPARATING PLANE */ |
---|
[10771] | 884 | if( (drawMode & DRAW_SEPARATING_PLANE) || (drawMode & DRAW_ALL)) |
---|
[8507] | 885 | { |
---|
| 886 | if( !(drawMode & DRAW_SINGLE && depth != 0)) |
---|
| 887 | { |
---|
| 888 | if( drawMode & DRAW_BV_BLENDED) |
---|
| 889 | glColor4f(color.x, color.y, color.z, .6); |
---|
| 890 | |
---|
| 891 | /* now draw the separation plane */ |
---|
| 892 | Vector a1 = this->bvElement->axis[(this->longestAxisIndex + 1)%3]; |
---|
| 893 | Vector a2 = this->bvElement->axis[(this->longestAxisIndex + 2)%3]; |
---|
| 894 | Vector c = this->bvElement->center; |
---|
| 895 | float l1 = this->bvElement->halfLength[(this->longestAxisIndex + 1)%3]; |
---|
| 896 | float l2 = this->bvElement->halfLength[(this->longestAxisIndex + 2)%3]; |
---|
| 897 | glBegin(GL_QUADS); |
---|
| 898 | glVertex3f(c.x + a1.x * l1 + a2.x * l2, c.y + a1.y * l1+ a2.y * l2, c.z + a1.z * l1 + a2.z * l2); |
---|
| 899 | glVertex3f(c.x - a1.x * l1 + a2.x * l2, c.y - a1.y * l1+ a2.y * l2, c.z - a1.z * l1 + a2.z * l2); |
---|
| 900 | glVertex3f(c.x - a1.x * l1 - a2.x * l2, c.y - a1.y * l1- a2.y * l2, c.z - a1.z * l1 - a2.z * l2); |
---|
| 901 | glVertex3f(c.x + a1.x * l1 - a2.x * l2, c.y + a1.y * l1- a2.y * l2, c.z + a1.z * l1 - a2.z * l2); |
---|
| 902 | glEnd(); |
---|
| 903 | |
---|
| 904 | if( drawMode & DRAW_BV_BLENDED) |
---|
| 905 | glColor4f(color.x, color.y, color.z, 1.0); |
---|
| 906 | |
---|
| 907 | } |
---|
| 908 | } |
---|
| 909 | |
---|
| 910 | |
---|
| 911 | |
---|
| 912 | if (depth > 0) |
---|
| 913 | { |
---|
| 914 | if( this->nodeLeft != NULL) |
---|
| 915 | this->nodeLeft->drawBV(depth - 1, drawMode, Color::HSVtoRGB(Color::RGBtoHSV(color)+Vector(15.0,0.0,0.0)), false); |
---|
| 916 | if( this->nodeRight != NULL) |
---|
| 917 | this->nodeRight->drawBV(depth - 1, drawMode, Color::HSVtoRGB(Color::RGBtoHSV(color)+Vector(30.0,0.0,0.0)), false); |
---|
| 918 | } |
---|
| 919 | this->bvElement->bCollided = false; |
---|
| 920 | |
---|
| 921 | if (top) |
---|
| 922 | glPopAttrib(); |
---|
| 923 | } |
---|
| 924 | |
---|
| 925 | |
---|
| 926 | |
---|
| 927 | void AABBTreeNode::debug() const |
---|
| 928 | { |
---|
| 929 | PRINT(0)("========AABBTreeNode::debug()=====\n"); |
---|
| 930 | PRINT(0)(" Current depth: %i", this->depth); |
---|
| 931 | PRINT(0)(" "); |
---|
| 932 | PRINT(0)("=================================\n"); |
---|
| 933 | } |
---|